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About SaltySpecula

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    New Arrival
  1. resource management

    Huh... Alright, thanks both of you for the input. Wasn't aware that's how the game's coding worked. I'm definitely already trying to sell off the excess via trade. It's just a matter of firstly figuring out which random resource it is that's clogging things up ( not immediately obvious to a first timer like me apparently ) and then getting enough of it into trade hubs and then finally get traders who bring in things I can actually use.
  2. Firstly, just gotta say I love this mod. Most mods are banal, game-breaking power increases with no downsides. This though... First mod in any game that actually made me feel lost when I first played it. Congratulations on that. One pain point I did want to bring up though, with the latest patch that brought in a huge number of new types of materials, most of them have been congregated into only a few resource pools. ( example, Materials consists of half a dozen types crafting components and coal. ) The problem with this is, it's impossible to properly manage mass resource pools and invariably, the resource pool fills up with cheap filler while the mid-game components will not be produced because the resource pool they fall under has hit cap. Especially for pools with vast numbers of contributing basic resources like coal, cotton, wheat, etc it halts production of vital specific resources that lead to much higher quality, later game stuff. ( wheat is a perfect example. Food caps constantly, so no one harvests the wheat, so no flour is made. Meaning no bread. Same for sunflower kernels. No seed oil. Means no lantern oil, which means no mining building upgrades. So on, so forth ). Is it possible to overhaul the resource categories or at least provide ways for individual buildings to be told "ignore the set quota for your resource type. Keep producing indefinitely and never stop"? Thanks!